//---Basic Definitions---
#define StabilizedInAxesNone 0
#define StabilizedInAxisX 1
#define StabilizedInAxisY 2
#define StabilizedInAxesBoth 3

#define MACRO_AUTHOR "RD501"
#define MACRO_AUTHOR_PPL "Namenai"
#define MODNAME RD501

//---Basic Functions---
#define UNDERSCORE_CONCAT(var1,var2) ##var1##_##var2
#define ADDON UNDERSCORE_CONCAT(MODNAME,COMPONENT)

#define ADDON_NICE Research & Development 501
#define DANKAUTHORS QUOTE(RD501)

//Adds the mod prefix to watever, used for classnames and such
#define ADD_PREFIX(NAME) UNDERSCORE_CONCAT(MODNAME, NAME)

#define concat_function(var) UNDERSCORE_CONCAT(ADDON, var)

#define macro_single_quote(thing) '##thing##'
#define macro_quote(thing) #thing

#define macro_new_config_prop(name) MODNAME##_##name

//Faction names,classes,and catagories
#define macro_republic_faction MODNAME##_Republic_Faction
#define macro_rebel_faction MODNAME##_Rebel_Faction
#define macro_resistance_faction MODNAME##_Resistance_Faction

#define macro_cis_faction MODNAME##_CIS_Faction
#define macro_empire_faction MODNAME##_Empire_Faction
#define macro_faction(name) MODNAME_##name##_Faction

#define macro_first_order_faction MODNAME##_First_Order
#define macro_ind_faction MODNAME##_Independent_Faction
#define macro_civ_faction MODNAME##_Civ_Faction

#define macro_editor_cat(name) MODNAME##_Editor_Category_##name
#define macro_editor_cat_air(name) MODNAME##_Editor_Category_Air_##name

#define macro_editor_vehicle_type(name) MODNAME##_Vehicle_Class_##name
#define macro_editor_vehicle_type_air(name) MODNAME##_Air_Vehicle_Class_##name

//---Functions---
#define macro_mod_script_path RD501_Main\functions
#define function_path(scriptname) quote_this(ADDON\scripts\scriptname.sqf)


#define post_init_fnc(name)\
	class name\
		{\
			postInit = 1;\
					file = function_path(name)	\
		};

#define normal_fnc(name)\
	class name\
		{\
					file = function_path(name)	\
		};

	#define macro_hud_changer_interaction_icons RD501_Main\textures\interaction_Icons

#define macro_fnc_name(title) MODNAME##_fnc_##title
#define macro_grp_fnc_name(grp,title) MODNAME##_##grp##_fnc_##title

#define macro_preprocess_fnc(file)\
	call compileFinal preprocessFileLineNumbers 'COMPONENT##\##file'

//---Patches---
#define macro_patch_name(component) MODNAME##_patch_##component
#define macro_A3_patch QUOTE(A3_Data_F_Tank_Loadorder)
#define macro_root_req QUOTE(RD501_patch_main)
#define macro_lvl1_req QUOTE(RD501_patch_particle_effects), QUOTE(RD501_patch_VenatorMK2), QUOTE(RD501_patch_emp)
#define macro_lvl2_req QUOTE(RD501_patch_weapons), QUOTE(RD501_patch_jumppack), QUOTE(RD501_patch_helmets), QUOTE(RD501_patch_vehicle_weapons)
#define macro_lvl3_req QUOTE(RD501_patch_units), QUOTE(RD501_patch_vehicles), QUOTE(RD501_patch_zeus)
#define macro_lvl4_req QUOTE(RD501_patch_droids_config), QUOTE(macro_patch_name(laat_variants))
#define macro_lvl5_req QUOTE(macro_patch_name(legacy_classnames))
#define macro_end_patches macro_lvl5_req

//---Weapons, Mags, and Ammo
#define macro_scope_magnification(zoom) 0.25/zoom

#define macro_new_scope(scopename) macro_modname##_weapon_scope_##scopename

#define macro_new_weapon(family,name) MODNAME##_##family##_##name

#define macro_new_weapon_nofam(name) MODNAME##_##name

#define macro_new_ammo(name) MODNAME##_##name##_ammo

#define macro_new_mag(name,count) MODNAME##_##name##_x##count##_mag

#define macro_new_magwell(name) MODNAME##_##name##_magwell

#define macro_new_magwell_array(name) MODNAME##_##name##_magwell[]

#define macro_no_muzzle_impulse muzzleImpulseFactor[] = {0.00, 0.00};

#define macro_new_recoil(name) MODNAME##_##name##_recoil

//---Vehicles---
#define macro_basic_air_weapons "Laserdesignator_pilotCamera","CMFlareLauncher"
#define macro_basic_air_mags "Laserbatteries","300Rnd_CMFlare_Chaff_Magazine","300Rnd_CMFlare_Chaff_Magazine"

#define macro_new_vehicle(group,name) MODNAME##_##group##_##name

//----uniforms,units,vests
	//wat we see in arsenal,weapon
#define macro_new_uniform_class(side,name) MODNAME##_##side##_uniform_##name
	//vests
#define macro_new_vest_class(side,name) MODNAME##_##side##_vest_##name
	//actualyt skin of uniforms,vehicle
#define macro_new_uniform_skin_class(side,name) MODNAME##_##side##_uniform_skin_##name
	//wat we see in zeus,vehicle
#define macro_new_unit_class(side,name) MODNAME##_##side##_unit_##name
	//backpak
#define macro_new_backpack_class(side,name) MODNAME##_##side##_##name##_backpack
	//compositions
#define macro_new_composition(side,name) MODNAME##_##side##_composition_##name

//backpack presets
#define macro_b1_at_backpack_inv \
	class _xx_MAAWS_HE \
	{\
		magazine = "MRAWS_HE_F";\
		count = 3;\
	};\
	class _xx_MAAWS_HEAT\
	{\
		magazine = "MRAWS_HEAT_F";\
		count = 2;\
	};

#define macro_b1_aa_backpack_inv \
	class _xx_Titan_AA\
	{\
		magazine = "Titan_AA";\
		count = 6;\
	};


//---Ordanance---
#define macro_new_ordnance(name) MODNAME##_Ordnance_##name
#define macro_new_ordnance_ammo(name) MODNAME##_Ordnance_Ammo_##name

//---helmets
#define macro_custom_helmet_textures PATHTOEF(helmets,_textures)
#define macro_new_helmet(group,name) MODNAME##_##group##_helmet_##name
#define macro_new_helmet_jlts(group,name) MODNAME##_##group##_helmet_##name

#define macro_clone_helmet_hitpoints\
	class HitpointsProtectionInfo\
	{\
		class Head\
		{\
			hitpointName = "HitHead";\
			armor = 50;\
			passThrough = 0.6;\
		};\
	};

#define macro_clone_other_armor_values\
	explosionShielding = 2.2;\
	minimalHit = 0.01;\
	passThrough = 0.01;

#define macro_ace_hearing_helmet_setting\
	ace_hearing_protection = 0.85;\
	ace_hearing_lowerVolume = 0.6;

#define macro_rebreather_armor_stuff\
	containerClass = "Supply100";\
	mass = 20;\
	vestType = "Rebreather";

#define macro_clone_armor_hitpoints \
		class HitpointsProtectionInfo\
		{\
			class Neck\
			{\
				hitpointName = "HitNeck";\
				armor = 8;\
				passThrough = 0.6;\
			};\
			class Arms\
			{\
				hitpointName = "HitArms";\
				armor = 16;\
				passThrough = 0.6;\
			};\
			class Chest\
			{\
				hitpointName = "HitChest";\
				armor = 32;\
				passThrough = 0.6;\
			};\
			class Diaphragm\
			{\
				hitpointName = "HitDiaphragm";\
				armor = 32;\
				passThrough = 0.6;\
			};\
			class Abdomen\
			{\
				hitpointName = "HitAbdomen";\
				armor = 16;\
				passThrough = 0.6;\
			};\
			class Pelvis\
			{\
				hitpointName = "HitPelvis";\
				armor = 16;\
				passThrough = 0.6;\
			};\
			class Body\
			{\
				hitpointName = "HitBody";\
				passThrough = 0.6;\
			};\
		};

//---textures
#define macro_unit_skin_textures RD501_Units\textures
#define macro_vehicle_textures RD501_Vehicles\textures
#define macro_b1_textures MRC\JLTS\characters\DroidArmor\data


//---XEH prep---
#define macro_prep_xeh(SCRIPT,name)\
[QUOTE(macro_mod_script_path\SCRIPT),QUOTE(macro_fnc_name(name))] call CBA_fnc_compileFunction;

//---particle efffects---
#define macro_new_cloudlet(name) MODNAME##_cloudlet_##name
#define macro_new_complex_effect(name) MODNAME##_particle_effect_##name
#define macro_new_light(name) MODNAME##_light_##name

//---NVG----
#define macro_thermal_nvg_default \
thermalMode[] = {8};